Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
A taxonomy of ambient information systems: four patterns of design
Proceedings of the working conference on Advanced visual interfaces
Eco-visualization: combining art and technology to reduce energy consumption
Proceedings of the 6th ACM SIGCHI conference on Creativity & cognition
A bright green perspective on sustainable choices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Theory-driven design strategies for technologies that support behavior change in everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
It's not easy being green: understanding home computer power management
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
UbiGreen: investigating a mobile tool for tracking and supporting green transportation habits
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design requirements for ambient display that supports sustainable lifestyle
Proceedings of the 8th ACM Conference on Designing Interactive Systems
GooGreen: towards increasing the environmental awareness of households
HCII'11 Proceedings of the 14th international conference on Human-computer interaction: towards mobile and intelligent interaction environments - Volume Part III
Beyond the channel: A literature review on ambient displays for learning
Computers & Education
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
Sustainability in the workplace: nine intervention techniques for behavior change
PERSUASIVE'13 Proceedings of the 8th international conference on Persuasive Technology
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When people are aware of their lifestyle’s ecological consequences, they are more likely to adjust their behavior to reduce their impact. Persuasive design that provides feedback to users without interfering with their primary tasks can increases the awareness of neighboring problems. As a case study of design for persuasion, we designed two ambient displays as desktop widgets. Both represent a users’ computer usage time, but in different visual styles. In this paper, we present the results of a comparative study of two ambient displays. We discuss the gradual progress of persuasion supported by the ambient displays and the differences in users’ perception affected by the different visualization styles. Finally, Our empirical findings lead to a series of design implications for persuasive media.